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Arbitrary Definition of Cheapness #47

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jmarcinik3
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@jmarcinik3 jmarcinik3 commented Sep 1, 2023

The user can now choose an arbitrary definition of cheapness from 1) least total levels, 2) least prior work, 3) least minimum XP, and 4) least maximum level at any given step. The styling needs some work (I'm a newbie with CSS styling, but am starting to learn!), but it is functional, can be tested on God boots (10 enchantments). The leftmost item has highest priority, then the second one has next priority and so on... so the lower priority choices can break ties. This priority ranking does come at the cost of resetting the memoize cache between calculations, but this shouldn't be a problem, because they seem to still be pretty fast,

If there are more possible definitions of cheapness, please let me know! I will try add all that we come up with. The current definitions are very neat to mess around with and see slight changes in the optimal instructions.

@iamcal
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iamcal commented Sep 6, 2023

I think this might be overly complicating the tool :)

I'm not certain that least minimum XP and max levels per step are going to come out particularly different?

So really there are three things to optimize for:

  • Lowest final PWP
  • Lowest overall XP/Levels
  • Lowest max XP/Levels per step

I think just having three pre-canned priority stacks is probably more useful for (nearly all) players.

@jmarcinik3
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That seems fair to me. I’ll edit this with just three options, maybe just the original two because least XP/least levels/least XP per step, I believe, are all similar. I’ll mess around with some combinations and see if a third is needed. The tiebreakers produce for cleaner outputs, so I’ll include these, but these will just happen in the background.

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iamcal commented Sep 8, 2023

Sounds perfect 👍

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